This project engages with the idea of non-linearity, and considers how to create non-linear structures using software tools. Over the study period, students explore and discuss examples of non-linear narrative systems and content which they produce, and be introduced to Twine and Livecode to further deepen engagement with the subject.

What considerations should we have as designers of interactive information systems? How can we deliver contextual content in a staged and understandable way? What are the design affordances and special cases in creating media for public consumption?

This intense and public-facing project explored these questions and others through collaboration with the Glasgow Vintage Vehicle Trust, an organisation specialising the the preservation and display of classic buses. The students worked as a team towards a two-evening public event, producing an array of diverse responses to the space. Large-scale multi-screen projections, mapping, sound works and VR were among the approaches taken.

Throughout two week Year 2 students were asked to create provocative web art which explores an issue or theme they cared about. Using web technologies such as HTML, CSS, JavaScript, Python the pieces took advantage of the context of the web by using techniques like interactive interfaces, personalisation, or connecting to other online content.

The Design Domain remit is to consolidate awareness of design in the broader cultural field, highlighting the relationship between the studio’s specialist subject area and other bodies of knowledge outwith the studio discipline yet connectable to it.

This years themes were BODIES, IDENTITIES, ACTION, and ENGAGEMENT . Students are invited to research, contextualise and analyse their thematic area throughout part one of Design Domain. Concluding by proposing a project and and practical direction their work will take in part two.

In our day to day life we often, without acknowledgment, process complex decisions into simpler answers. This project explores how we take complex information and simplify it into something digestible for interaction.

During this week long project, students used machine learning software such as Wekinator to explore their chosen interactions. Students developed a range of responses utilising web cameras, Kinect motion trackers and facial recognition software. In a short space of time students accomplished filtering these complex data streams into poetic, visual and auditory outputs.

A week long exploration into the interactive methods of generating sound. With responses ranging from interactive mixers to generative instruments; students are asked to consider a compelling relationship between user, interaction and sound.